This July WizKids/NECA will launch the third chapter of a three part organized play event based on classic Star Trek Films. This highly anticipated release will feature elements from Star Trek’s most beloved movies, concluding with Star Trek: The Voyage Home.

Don’t worry, the scenario for the Star Trek: Attack Wing – The Classic Movies – The Voyage Home doesn’t require you to travel back in time to find humpback whales. Instead, the scenario faithfully re-creates the Alien Probe from the movie that wreaks havoc on anything that gets in its way.

Players set up as normal and place an Objective Token centered North to South in the play area so that it touches the East edge of the play area. The Objective Token represents the Alien Probe as it moves across the play area towards Earth. Treat the Alien Probe as a ship that does not perform any Actions, cannot attack or be attacked, and cannot be affected by the players’ ships in any way.

At the end of every End Phase, the Alien Probe moves in a straight line, using the 2 [straight] maneuver template, across the play area each round until it exits through the West edge of the play area.

If the Alien Probe overlaps another ship’s base, that ship is destroyed immediately.

As seen in The Voyage Home, the Alien Probe drains the power from ships that are too close to it. The effect is represented in the game as follows:

During the Planning Phase:

A ship that is within Range 2 of the Alien Probe at the start of the Planning Phase cannot choose a maneuver from its Maneuver Dial that has a speed greater than 2.

A ship that is within Range 1 of the Alien Probe at the start of the Planning Phase does not choose a maneuver and cannot move.

During the Activation Phase:

If a ship executes a maneuver that would cause the final position of its base to end within Range 2 of the Alien Probe, the ship loses its “Perform Action” step.

If a ship executes a maneuver that would cause the final position of its base to end within Range 1 of the Alien Probe, the ship places an Auxiliary Power Token beside it and loses its “Perform Action” step.

If a ship executes a maneuver that would cause the final position of its base to overlap the Alien Probe, move the Active ship backward along the top of the template until it no longer overlaps the Alien Probe. The ship then suffers 2 damage, places an Auxiliary Power Token beside it, and loses its “Perform Action” step.

During the Combat Phase:

Any attacks made by a ship within Range 2 of the Alien Probe are made at -2 attack dice. Each time a ship within Range 2 of the Alien Probe defends, it rolls 1 less defense die.

A ship that is within Range 1 of the Alien Probe cannot attack or defend. In addition, a cloaked ship within Range 1 of the Alien Probe must flip its [Cloak] Token over to its red side.

During the End Phase:

A ship within Range 2 of the Alien Probe can only flip up to 2 of its Disabled Shield Tokens (red) back to their Active sides (blue).

A ship within Range 1 of the Alien Probe cannot flip any of its Disabled Shield Tokens (red) back to their Active sides (blue).

The Voyage Home scenario ends when either, one player is eliminated, OR the Alien Probe exits the play area through the West edge of the play area, OR the time limit is reached.

As a player you will have to decide how to best handle the threat of the Alien Probe. Whatever strategy you choose you will have to be mindful of the Alien Probes location in the play area. Once the probe exits the play area the game is over. This means you will have a very limited time to confront your enemy. Use your turns wisely and try to score the most fleet points to win.

Every player who shows up and plays in this event gets a resource as a participation prize. The resource for month three is Improved Hull. This resource costs a number of SP equal to the total combined starting Hull Values of all the ships in your fleet divided by 2 (round up). At the start of the game, place 1 Mission Token on any or all of the Ship Cards in your Fleet. For the remainder of the game, the Hull Value of each ship with a Mission Token on its Ship Card is considered to be +1. Improved Hull will help ensure the Ships in your Fleet survive to see another day by boosting their Hull Strength.

If you win The Voyage Home scenario, or you get the fellowship award, you will go home with the H.M.S. Bounty Prize Pack. The H.M.S. Bounty is a B’rel Class ship that gains one shield and two Crew Upgrade slots compared to the generic version. The special ability on this ship allows you to add the Scan and Battle Stations icons to the Action Bar of your ship if there are only Federation cards assigned to this ship. Additionally, this ship cannot be in same fleet as Kruge’s Bird-of-Prey, since it is the same ship that is later renamed H.M.S Bounty after it is taken over by Captain Kirk and his crew. All of whom are all reflected in this prize pack.

A brand new version of James T. Kirk returns as the Captain in this Prize Pack. A skill level 8 Captain, James T. Kirk makes all of your Federation Crew Upgrades cost -1 SP. James T. Kirk is known for being very protective of his crew and that trait is reflected in this card. Whenever one of your Crew Upgrades is supposed to be disabled, you may place 3 Time Tokens on that Upgrade instead.

Hikaru Sulu is a Crew Upgrade that allows you to discard this card instead of placing an Auxiliary Power Token beside your ship after executing a red maneuver. As helmsman it seems appropriate that Hikaru Sulu should make those hard maneuvers just a little bit easier to handle.

Pavel Chekov is another one of four Crew Upgrades you will find in this Prize Pack. At the end of the Activation Phase, you may disable this card and place an Auxiliary Power Token beside your ship to flip up to 2 of your disabled Shield Tokens (red) back to their Active sides (blue).

Montgomery Scott, as Chief Engineer, adds 1 Upgrade slot to your Upgrade Bar (Tech or Weapon). At any time, you may disable this card to remove an Auxiliary Power Token from beside your ship. Whenever things get rough you can be sure Scotty will be there to help, and in this case he removes Auxiliary Power Tokens.

Nyota Uhura can be discarded to target all opposing ships within Range 1 of your ship at the start of the combat phase. Each target ship must either discard a Token (Evade, Scan, or Battle Stations) that is beside it or place an Auxiliary Power Token beside it. Used properly Uhura can mess with your opponents strategy by removing their Action Tokens throwing a monkey wrench into their plans.

Upon the conclusion of The Voyage Home, the player who has the highest total battle points over all three months will win the Grand Prize, the U.S.S. Enterprise-A. The U.S.S. Enterprise-A is a Constitution Class (Refit) ship. This new version of the Enterprise has been long sought after by fans and now it is finally here. The Enterprise-A features a beautifully repainted model that comes as part of the Grand Prize Pack. The named version of the ship has one extra shield and one additional Tech Upgrade slot compared to the generic version. The special ability for the U.S.S. Enterprise-A allows you to roll +1 attack die if there is a Scan token beside your ship when you attack (+2 if the defending ship is cloaked).

The Captain of the Enterprise-A is none other than James T. Kirk. This time Kirk has a Level 9 Captain Skill to demonstrate his experience and skill as Captain of the newest version of the Enterprise. As an action you may place a Battle Stations Token beside your ship. When attacking during the Modify Attack Die Step, you may spend this Token to re-roll up to 2 of your attack dice OR when defending during the Modify Defense Die Step, you may spend this token to re-roll up to 2 of your defense dice. You may still perform the Battle Stations Action as a free Action this round, if possible.

Two Crew Upgrades come in this Grand Prize Pack, the first of which is Leonard McCoy. During the Activation Phase, after you move, you may discard this card to perform the Action listed on your ship’s Captain Card as a free Action. It is no coincidence that McCoy works beautifully with Captain James T. Kirk. Using the Action on your Captain Card as a free Action can be a huge benefit but keep in mind you must discard Leonard McCoy afterwards.

The other crew upgrade in this Grand Prize Pack is Valeris. After your ship executes a green maneuver, you may perform an Evade Action as a free Action. Despite her efforts to sabotage peace efforts between the Federation and the Klingon Empire, Valeris’ skill as helmsman cannot be denied.

Finally the last improvement made to the Enterprise-A is the Tech Upgrade for this Prize Pack. Isolation Door is an action that allows you to flip over all critical damage assigned to your ship and then repair 1 damage to your ship’s hull. This card must be discarded after it is used but for 3 SP it is a very powerful effect. Nothing is worse than getting a “Warp Core Breach” or “Stunned Helmsman” critical damage card, now using Isolation Door there is an easy way to protect your ship from those nasty critical effects.

With all these great prizes up for grabs, you will want to make sure you reserve your spot for this event early by contacting your nearest local game store. Build your best fleet and test your skill and cunning against other players to see who truly deserves the title of champion.

Visit WizKids/NECA at WizKids.com/AttackWing for additional information about Star Trek: Attack Wing or go to the WizKids Info Network to find a local game store that is running the Star Trek: Attack Wing – The Classic Movies 3-month Storyline Organized Play event series at http://win.wizkids.com